/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h
USkeletalMeshComponent
class USkinnedMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent), public [ILODSyncInterface](API\Runtime\Engine\ILODSyncInterface)
FMorphTargetWei...
ActiveMorphTargets
Array indicating all active morph targets.
FAnimUpdateRate...
AnimUpdateRateParams
Animation Update Rate optimization parameters.
uint8: 1
bBoneVisibilityDirty
Whether we have updated bone visibility this tick
uint8: 1
bCachedLocalBoundsUpToDate
True when CachedLocalBounds is up to date.
uint8: 1
bCachedWorldSpaceBoundsUpToDate
uint8: 1
bCanHighlightSelectedSections
Whether or not we can highlight selected sections - this should really only be done in the editor
uint8: 1
bCastCapsuleDirectShadow
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights.
uint8: 1
bCastCapsuleIndirectShadow
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).
uint8: 1
bComponentUseFixedSkelBounds
Misc.When true, skip using the physics asset etc.
uint8: 1
bConsiderAllBodiesForBounds
If true, when updating bounds from a PhysicsAsset, considerallBodySetups, not just those flagged with bConsiderForBounds.
uint8: 1
bDisableMorphTarget
Disable Morphtarget for this component.
uint8: 1
bDisplayDebugUpdateRateOptimizations
Enable on screen debugging of update rate optimization.
uint8:  1
bDoubleBufferedComponentSpaceTransforms
Are we using double buffered ComponentSpaceTransforms
uint8: 1
bEnableUpdateRateOptimizations
Update Rate.
uint8: 1
bExternalEvaluationRateLimited
External flag indicating that we may not be evaluated every frame
uint8: 1
bExternalInterpolate
Non URO-based interpolation flag
uint8: 1
bExternalTickRateControlled
Whether we are externally controlling tick rate
uint8: 1
bExternalUpdate
Non URO-based update flag
uint8:  1
bFollowerShouldTickPose
If false, Follower components ShouldTickPose function will return false (default)
uint8: 1
bForceWireframe
Forces the mesh to draw in wireframe mode.
uint8: 1
bHasValidBoneTransform
Used to cache previous bone transform or not
uint8: 1
bHideSkin
Don't bother rendering the skin.
uint8:  1
bIgnoreLeaderPoseComponentLOD
Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent's current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent's LOD to always be >= determined LOD otherwise bone transforms could be missing
uint8: 1
bMipLevelCallbackRegistered
Whether mip callbacks have been registered and need to be removed on destroy
uint8:  1
bNeedToFlipSpaceBaseBuffers
Track whether we still need to flip to recently modified buffer
TArray< uint8 >...
BoneVisibilityStates
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone).
uint8: 1
bOverrideMinLod
Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh
uint8: 1
bPerBoneMotionBlur
If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).
uint8: 1
bRecentlyRendered
True if mesh has been recently rendered, false otherwise
uint8: 1
bRenderStatic
If true, render as static in reference pose.
bool
bSetMeshDeformer
If true, MeshDeformer will be used. If false, use the default mesh deformer on the SkeletalMesh.
uint8: 1
bSkinWeightProfilePending
Whether or not a Skin Weight profile is currently pending load and creation for this component
uint8: 1
bSkinWeightProfileSet
Whether or not a Skin Weight profile is currently set for this component
uint8:  1
bSyncAttachParentLOD
If true, this component uses its parents LOD when attached if available ForcedLOD can override this change.
uint8:  1
bUseBoundsFromLeaderPoseComponent
When true, we will just using the bounds from our LeaderPoseComponent.
ERHIFeatureLeve...
CachedSceneFeatureLevel
Cache the scene feature level
FBoxSphereBound...
CachedWorldOrLocalSpaceBounds
Bounds cached, so they're computed just once, either in local or worldspace depending on cvar 'a.CacheLocalSpaceBounds'.
FMatrix
CachedWorldToLocalTransform
float
CapsuleIndirectShadowMinVisibility
Controls how dark the capsule indirect shadow can be.
uint32
CurrentBoneTransformRevisionNumber
Current bone transform revision number
int32
CurrentEditableComponentTransforms
The index for the ComponentSpaceTransforms buffer we can currently write to
int32
CurrentReadComponentTransforms
The index for the ComponentSpaceTransforms buffer we can currently read from
FName
CurrentSkinWeightProfileName
Name of currently set up Skin Weight profile, otherwise is 'none'
TOptional<FLin...
DebugDrawColor
Debug draw color
float
ExternalDeltaTime
Non-URO-based delta time used to tick the pose
float
ExternalInterpolationAlpha
Non-URO-based interpolation alpha
TArray< FExtern...
ExternalMorphSets
External GPU based morph target buffers, for each LOD.
TArray<FExtern...
ExternalMorphWeightData
The external morph target set weight data, for each LOD.
uint8
ExternalTickRate
Record of the tick rate we are using when externally controlled
TArray<TWeakOb...
FollowerPoseComponents
If set, this component has follower pose components that are associated with this Note this is weak object ptr, so it will go away unless you have other strong reference
float
LastStreamerUpdateBoundsRadius
The bounds radius at the point we last notified the streamer of a bounds radius change
TArray< int32 >
LeaderBoneMap
Mapping between bone indices in this component and the parent one.
int32
LeaderBoneMapCacheCount
Incremented every time the leader bone map changes.
TWeakObjectPtr<...
LeaderPoseComponent
LeaderPoseComponent.
TArray< struct ...
LODInfo
LOD array info. Each index will correspond to the LOD index
float
MaxDistanceFactor
High (best) DistanceFactor that was desired for rendering thisUSkeletalMeshlast frame.
TObjectPtr<UMe...
MeshDeformer
The mesh deformer to use.
TObjectPtr<UMe...
MeshDeformerInstance
Object containing state for the bound MeshDeformer.
TObjectPtr<UMe...
MeshDeformerInstanceSettings
Object containing instance settings for the bound MeshDeformer.
FSkeletalMeshOb...
MeshObject
Object responsible for sending bone transforms, morph target state etc. to render thread.
FSkeletalMeshOb...
MeshObjectFactory
Supports user-defined FSkeletalMeshObjects
void *
MeshObjectFactoryUserData
Passed into MeshObjectFactory
int32
MinLodModel
This is the min LOD that this component will use.
TMap< int32,FM...
MissingLeaderBoneMap
Map of missing bone indices->transforms so that calls toGetBoneTransform()succeed when bones are not present in a leader mesh when using leader-pose.
TArray< float >
MorphTargetWeights
Array of weights for all morph targets.
FOnAnimUpdateRa...
OnAnimUpdateRateParamsCreated
Animation update rate control.
FOnTickPose
OnTickPose
Invoked at the beginning of TickPose before doing the bulk of the tick work
TObjectPtr< cla...
PhysicsAssetOverride
Physics. PhysicsAsset is set in SkeletalMesh by default, but you can override with this value
TArray< uint8 >
PreviousBoneVisibilityStates
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone).
TArray< FTransf...
PreviousComponentSpaceTransformsArray
Array of previous bone transforms Note these are only used if we are NOT double-buffering bone transforms
TSharedPtr<FSk...
RefPoseOverride
Information for current ref pose override, if present
TArray< ESkinCa...
SkinCacheUsage
How this Component's LOD uses the skin cache feature.
TSortedMap<FNa...
SocketOverrideLookup
Mapping for socket overrides, key is the Source socket name and the value is the override socket name
float
StreamingDistanceMultiplier
Allows adjusting the desired streaming distance of streaming textures that uses UV 0.
EVisibilityBase...
VisibilityBasedAnimTickOption
This is tick animation frequency option based on this component rendered or not or using montage You can change this default value in the INI file Mostly related with performance